Why use XXXX_new and XXXX_free over new and delete? - c++

While reading into the libssh library, I saw that they specifically say
libssh follows the allocate-it-deallocate-it pattern. Each object that you allocate using xxxxx_new() must be deallocated using xxxxx_free()
Is this something that comes from it being a C library rather than a C++ library where new and delete didn't exist or is it a common practice to forget about new and delete and manually create and delete objects using the xxxx_new and xxxx_free pattern? If it is a common practice what are it's benefits over new and delete and the constructors and destructors that are called?
[EDIT] Added the link to where I read this as an <a> tag on "libssh library" for those asking.

A first glance at the link you provided reveals that libssh uses the xxxx_new() functions as combined allocator/constructor calls. It's really just a standard naming of factory functions. Likewise, xxxx_free() acts as a destructor/deallocator combination.
Combining allocation and construction into a single function call is a good idea whenever a library wants to provide typesafe opaque pointers to its user code: To compile the user code, the compiler only needs to know that the type exists and that it's distinct from any other type. There is no need to have the full class/struct declaration in a public header.
This approach is not very popular with C++ libraries, because they generally want their objects to behave like any normal C++ object (which means that the pointers/references must not be opaque to the compiler). But if a library provides a C interface, such factory functions make it unlikely that you get weird errors due to users passing in pointers to uninitialized objects (forgotten constructor call), or screwing up the allocation of your objects.

Is this something that comes from it being a C library rather than a C++ library where new and delete didn't exist
Most probably yes. There's often need for more initializations done than plain memory allocation as available with malloc() in c code. It's similar as new calls constructors of class/struct instances created.
or is it a common practice to forget about new and delete and manually create and delete objects using the xxxx_new and xxxx_free pattern?
No, that's not common practice in c++.
The way to deal with dynamically allocated instances and ownership is to use the functions and smart pointer classes from the standard c++ Dynamic memory management utilities.

Related

Explicitly expressing ownership in Delphi

I'm primarily a C++ programmer, and I've grown used to having class templates like std::unique_ptr, std::shared_ptr, etc for expressing ownership of my objects. Does Delphi have anything that is similar in its standard library? Are there any best-practices out there for expressing object ownership that I should be following as I write my code?
Edit: Since C++11 became standard, there are two lightweight helper classes, std::shared_ptr and std::unique_ptr.
If I create a variable of type std::shared_ptr<int>, it represents a pointer to an int with shared ownership: under the hood is reference-counted, and when the ref-count reaches zero then the pointer is automatically freed. This type expresses a kind of "shared ownership", where many objects share the responsibility of destroying the resource when they are done with it.
In contrast, std::unique_ptr expresses single ownership. When the unique_ptr goes out of scope, the resource is automatically freed. std::unique_ptr cannot be copied: there can be exactly one object owning this resource at a time, and there is exactly one object who is responsible to clean the object up.
Contrast these lightweight classes with a naked pointer to int, where it can represent either shared ownership, unique ownership, or it can just be a reference to an object somewhere else! The type tells you nothing.
My question is: as Delphi supports holding references to objects, are there any mechanisms for explicitly stating "I am the sole owner of this object, when I'm done with it, I will free it", vs "I am merely keeping a reference to this object around for the purpose of interacting with it, but somebody else will clean it up" vs "I share this object with many other objects, and whoever has it last gets to clean it up."
I know that Collections.Generics has different collections such as TList vs TObjectList, where TObjectList will free the members stored within it, but TList won't. You can say that TObjectList "owns" it's elements, whereas TList doesn't. This is the essence of my question, really. When designing my own classes, are there ways of directly expressing these kinds of ownership issues within the language? Or are there any best practices/naming conventions that are common amongst developers?
I am not aware of any language constructs that can help, nor of any "standard naming conventions".
However, long ago, I have adopted the following naming convention to make it easier to check whether classes clean up behind themselves properly:
As per the standard Delphi convention all field names start with an "F".
Object references for which the class has / takes on life time management responsibility, start with "FMy".
Interface references the class should release explicitly, by setting the reference to nil in the destructor (for performance, to break a cyclic dependency, etc.) start with "FMi"
Very crude, but it works, and has helped a lot when going through code you haven't seen in a while to prevent those "Wait, shouldn't that reference be freed or nilled?" searches.
std::unique_ptr cannot be copied: there can be exactly one object owning this resource at a time
In the Delphi language, there is no type nor mechanism that prevents to share 'ownership'. A copy of any reference can always be made. (Read: there's nothing in Delphi that allows you to block assignment, as David nicely put it.)
When the unique_ptr goes out of scope, the resource is automatically freed.
In Delphi, this is only possible with (or via) interfaces. Delphi has no garbage collector.
And there is exactly one object who is responsible to clean the object up.
Responsibility for cleaning up you have to enforce by yourself. Or delegate that task to a(nother) framework. For example, the default Delphi VCL class TComponent implements automatic ownership (and destruction) that can optionally be exchanged/controlled with RemoveComponent and InsertComponent.
When designing my own classes, are there ways of directly expressing these kinds of ownership issues within the language? Or are there any best practices/naming conventions that are common amongst developers?
Not exactly on topic, but certainly related: there are multiple 'singleton' design pattern implementations that enforce single-time creation of objects.
Regarding naming conventions: the term "Owner" (or "OwnsObjects" from your own example) definitely expresses ownership in the sense that that owner will take care of destruction when necessary. Thus a button created with a form as owner (the single parameter of the button's default constructor) needs no manual destruction.
The concepts in Delphi differ from C++ in many occasions. Both languages are third generation, but Delphi likes to work on a higher level of abstraction than C++. For instance, Delphi supports pointers but they are rarely used when campared to the concept of reference, which is not precisely the same one as in C++.
In Delphi, object variables are in fact references (or in a lower level of abstraction, they are pointers). In C++, when you declare an object variable, the constructor is invokated imediatly, in Delphi it´s not and you have to call it in a given moment, what will allocate memory and run the constructor. So, the memory management of objects in C++ and Delphi are conditionated to different life cycles.
All this was said just to tell you that the memory management design style in Delphi is different than C++. That´s why Delphi doesn´t have any helper class that does precisely what you want. However, Delphi provides a concept named Interfaces, that do not exist in C++ (at least, it didn´t when I used to work with C++, ages ago). Interfaces are similar to an abstract class in the sense they do not have code. You have to provide a class implementor to a interface and that class will provide the code. However, Interfaces provide a reference-count memory management that, I believe, is close to what your are looking for.
So, my answer to you is: the closest language construct that Delphi has to offer you in terms of memory management that can be used to your purposes is Interfaces. So, I suggest that you study it at least a bit to get your own conclusions.

How to store class member objects in C++

I am trying to write a simple game using C++ and SDL. My question is, what is the best practice to store class member variables.
MyObject obj;
MyObject* obj;
I read a lot about eliminating pointers as much as possible in similar questions, but I remember that few years back in some books I read they used it a lot (for all non trivial objects) . Another thing is that SDL returns pointers in many of its functions and therefor I would have to use "*" a lot when working with SDL objects.
Also am I right when I think the only way to initialize the first one using other than default constructor is through initializer list?
Generally, using value members is preferred over pointer members. However, there are some exceptions, e.g. (this list is probably incomplete and only contains reason I could come up with immediately):
When the members are huge (use sizeof(MyObject) to find out), the difference often doesn't matter for the access and stack size may be a concern.
When the objects come from another source, e.g., when there are factory function creating pointers, there is often no alternative to store the objects.
If the dynamic type of the object isn't known, using a pointer is generally the only alternative. However, this shouldn't be as common as it often is.
When there are more complicated relations than direct owner, e.g., if an object is shared between different objects, using a pointer is the most reasonable approach.
In all of these case you wouldn't use a pointer directly but rather a suitable smart pointer. For example, for 1. you might want to use a std::unique_ptr<MyObject> and for 4. a std::shared_ptr<MyObject> is the best alternative. For 2. you might need to use one of these smart pointer templates combined with a suitable deleter function to deal with the appropriate clean-up (e.g. for a FILE* obtained from fopen() you'd use fclose() as a deleter function; of course, this is a made up example as in C++ you would use I/O streams anyway).
In general, I normally initialize my objects entirely in the member initializer list, independent on how the members are represented exactly. However, yes, if you member objects require constructor arguments, these need to be passed from a member initializer list.
First I would like to say that I completely agree with Dietmar Kühl and Mats Petersson answer. However, you have also to take on account that SDL is a pure C library where the majority of the API functions expect C pointers of structs that can own big chunks of data. So you should not allocate them on stack (you shoud use new operator to allocate them on the heap). Furthermore, because C language does not contain smart pointers, you need to use std::unique_ptr::get() to recover the C pointer that std::unique_ptr owns before sending it to SDL API functions. This can be quite dangerous because you have to make sure that the std::unique_ptr does not get out of scope while SDL is using the C pointer (similar problem with std::share_ptr). Otherwise you will get seg fault because std::unique_ptr will delete the C pointer while SDL is using it.
Whenever you need to call pure C libraries inside a C++ program, I recommend the use of RAII. The main idea is that you create a small wrapper class that owns the C pointer and also calls the SDL API functions for you. Then you use the class destructor to delete all your C pointers.
Example:
class SDLAudioWrap {
public:
SDLAudioWrap() { // constructor
// allocate SDL_AudioSpec
}
~SDLAudioWrap() { // destructor
// free SDL_AudioSpec
}
// here you wrap all SDL API functions that involve
// SDL_AudioSpec and that you will use in your program
// It is quite simple
void SDL_do_some_stuff() {
SDL_do_some_stuff(ptr); // original C function
// SDL_do_some_stuff(SDL_AudioSpec* ptr)
}
private:
SDL_AudioSpec* ptr;
}
Now your program is exception safe and you don't have the possible issue of having smart pointers deleting your C pointer while SDL is using it.
UPDATE 1: I forget to mention that because SDL is a C library, you will need a custom deleter class in order to proper manage their C structs using smart pointers.
Concrete example: GSL GNU scientific library. Integration routine requires the allocation of a struct called "gsl_integration_workspace". In this case, you can use the following code to ensure that your code is exception safe
auto deleter= [](gsl_integration_workspace* ptr) {
gsl_integration_workspace_free(ptr);
};
std::unique_ptr<gsl_integration_workspace, decltype(deleter)> ptr4 (
gsl_integration_workspace_alloc (2000), deleter);
Another reason why I prefer wrapper classes
In case of initialization, it depends on what the options are, but yes, a common way is to use an initializer list.
The "don't use pointers unless you have to" is good advice in general. Of course, there are times when you have to - for example when an object is being returned by an API!
Also, using new will waste quite a bit of memory and CPU-time if MyObject is small. Each object created with new has an overhead of around 16-48 bytes in a typical modern OS, so if your object is only a couple of simple types, then you may well have more overhead than actual storage. In a largeer application, this can easily add up to a huge amount. And of course, a call to new or delete will most likely take some hundreds or thousands of cycles (above and beyond the time used in the constructor). So, you end up with code that runs slower and takes more memory - and of course, there's always some risk that you mess up and have memory leaks, causing your program to potentially crash due to out of memory, when it's not REALLY out of memory.
And as that famous "Murphy's law states", these things just have to happen at the worst possible and most annoying times - when you have just done some really good work, or when you've just succeeded at a level in a game, or something. So avoiding those risks whenever possible is definitely a good idea.
Well, creating the object is a lot better than using pointers because it's less error prone. Your code doesn't describe it well.
MyObj* foo;
foo = new MyObj;
foo->CanDoStuff(stuff);
//Later when foo is not needed
delete foo;
The other way is
MyObj foo;
foo.CanDoStuff(stuff);
less memory management but really it's up to you.
As the previous answers claimed the "don't use pointers unless you have to" is a good advise for general programming but then there are many issues that could finally make you select the pointers choice. Furthermore, in you initial question you are not considering the option of using references. So you can face three types of variable members in a class:
MyObject obj;
MyObject* obj;
MyObject& obj;
I use to always consider the reference option rather than the pointer one because you don't need to take care about if the pointer is NULL or not.
Also, as Dietmar Kühl pointed, a good reason for selecting pointers is:
If the dynamic type of the object isn't known, using a pointer is
generally the only alternative. However, this shouldn't be as common
as it often is.
I think this point is of particular importance when you are working on a big project. If you have many own classes, arranged in many source files and you use them in many parts of your code you will come up with long compilation times. If you use normal class instances (instead of pointers or references) a simple change in one of the header file of your classes will infer in the recompilation of all the classes that include this modified class. One possible solution for this issue is to use the concept of Forward declaration, which make use of pointers or references (you can find more info here).

How would you replace the 'new' keyword?

There was an article i found long ago (i cant find it ATM) which states reasons why the new keyword in C++ is bad. I cant remember all of the reasons but the two i remember most is you must match new with delete, new[] with delete[] and you cannot use #define with new as you could with malloc.
I am designing a language so i like to ask how would you change the C++ language so new is more friendly. Feel free to state problems with new and articles. I wish i can find the article link but i remember it was long and was written by a professor at (IIRC) a known school.
I cannot see any reason to replace the new keyword with something else (and seems to be that C++ committee agree with me). It is clear and makes what it should. You could override operator new in your class, no need to use defines.
To eliminate new[]/delete[] problem you could use std::vector.
If you want to use smart pointer you could use it, but I want to control when smart pointer will be used. That's why I like how it works in C++ — high level behavior with ability to control low level details.
Problem match new, delete, new[], delete[]
Not really a big deal.
You should be wrapping memory allocation inside a class so this does not really affect normal users. A single obejct can be wrapped with a smart pointer. While an array can be represented by std::Vector<>
cannot use #define with new as you could with malloc.
The reason to mess with malloc like this was to introduce your own memory management layer between your app and the standard memory management layer. This is because in C you were not allowed to write your own version of malloc. In C++ it is quite legal to write your own version of the new which makes this trick unnecessary.
I'd give it the semantics of new in C# (more or less):
Allocates memory for the object.
Initializes the memory by setting the member variables to their default values (generally 0 for values, null for references).
Initializes the object's dynamic binding mechanism (vtables in C++, type def tables for managed VMs).
Calls the constructor, at which point virtual calls work as expected.
For a language without garbage collection (eww for a new language at this point), return a smart_ptr or similar from the call.
Also, make all objects either value types or reference types, so you don't have to keep an explicit smart_ptr. Only allow new to heap-allocate for reference types, and make sure it contains information to properly call the destructor. For value types, new calls the constructor on memory from the stack.
Use Garbage Collection so that you never need to match new with anything.
By using the STL container classes and the various boost:smart_ptrs, there's little need to ever explicitly call new or delete in your C++ code.
The few places you might need to call new (e.g, to initialize a smart pointer) use the Named Constructor Idiom to return your class type pointer wrapped in, e.g., a boost:shared_ptr.
But C++ and the STL work very very hard to allow you to treat most objects as value objects, so you can construct objects rather than pointers and just use them.
Given all this, there's little need to replace the new operator -- and doing so would introduce a host of problems, whether by requiring a garbage collector, or by reducing the fine low-level control C++ offers programmers.
If your new language is garbage collected, you can avoid the new keyword. Thats what Python did (and Lisp did almost 5 decades ago!). Also see an answer provided by Peter Norvig for a similar question here. (Is no "news" good news?)
Sometimes you want to replace the constructor with a factory. This is a well known refactoring. Replace Constructor With Factory Method. So perhaps this is what the article meant?
Incidentally you will often see straight calls to new being replaced with a Factory Method.
DI frameworks such as Unity take this concept to another level. As you can see in the following C# code, there is no "new" applied to create the IMyClass interface:
IUnityContainer myContainer = new UnityContainer();
myContainer.RegisterType<IMyClass, SomeClass>();
IMyClass thing = myContainer.Resolve<IMyClass>();
The reason that C++ has a separate new operator ( or C malloc ) is primarily so that objects can be created whose lifetimes exceed the scope of the function which creates them.
If you had tail call elimination and continuations, you wouldn't care - the objects could all be created on the stack and have unlimited extent - an object can exist until you call the continuation that corresponds to the object going out of scope and being destructed. You might then need something to garbage collect or otherwise compress the stack so it doesn't become full of no-longer required objects ( Chicken Scheme and TinyOS 2 are two different examples for giving the effect of dynamic memory without dynamic memory at either runtime or compile time; Chicken Scheme doesn't allow for RAII and TinyOS doesn't allow for true dynamic allocation ), though for a large amount of code such a scheme wouldn't be vastly different to RAII with the facility to chose to change the order the objects are destructed.

create a object : A.new or new A?

Just out of curiosity: Why C++ choose a = new A instead of a = A.new as the way to instantiate an object? Doesn't latter seems more like more object-oriented?
Just out of curiosity: Why C++ choose a = new A instead of a = A.new as the way to instance-lize an object? Doesn't latter seems more like more object-oriented?
Does it?
That depends on how you define "object-oriented".
If you define it, the way Java did, as "everything must have syntax of the form "X.Y", where X is an object, and Y is whatever you want to do with that object, then yes, you're right. This isn't object-oriented, and Java is the pinnacle of OOP programming.
But luckily, there are also a few people who feel that "object-oriented" should relate to the behavior of your objects, rather than which syntax is used on them. Essentially it should be boiled down to what the Wikipedia page says:
Object-oriented programming is a programming paradigm that uses "objects" – data structures consisting of datafields and methods together with their interactions – to design applications and computer programs. Programming techniques may include features such as information hiding, data abstraction, encapsulation, modularity, polymorphism, and inheritance
Note that it says nothing about the syntax. It doesn't say "and you must call every function by specifying an object name followed by a dot followed by the function name".
And given that definition, foo(x) is exactly as object-oriented as x.foo().
All that matters is that x is an object, that is, it consists of datafields, and a set of methods by by which it can be manipulated. In this case, foo is obviously one of those methods, regardless of where it is defined, and regardless of which syntax is used in calling it.
C++ gurus have realized this long ago, and written articles such as this.
An object's interface is not just the set of member methods (which can be called with the dot syntax). It is the set of functions which can manipulate the object. Whether they are members or friends doesn't really matter. It is object-oriented as long as the object is able to stay consistent, that is, it is able to prevent arbitrary functions from messing with it.
So, why would A.new be more object-oriented? How would this form give you "better" objects?
One of the key goals behind OOP was to allow more reusable code.
If new had been a member of each and every class, that would mean every class had to define its own new operation. Whereas when it is a non-member, every class can reuse the same one. Since the functionality is the same (allocate memory, call constructor), why not put it out in the open where all classes can reuse it? (Preemptive nitpick: Of course, the same new implementation could have been reused in this case as well, by inheriting from some common base class, or just by a bit of compiler magic. But ultimately, why bother, when we can just put the mechanism outside the class in the first place)
The . in C++ is only used for member access so the right hand side of the dot is always an object and not a type. If anything it would be more logical to do A::new() than A.new().
In any case, dynamic object allocation is special as the compiler allocates memory and constructs an object in two steps and adds code to deal with exceptions in either step ensuring that memory is never leaked. Making it look like a member function call rather than a special operation could be considered as obscuring the special nature of the operation.
I think the biggest confusion here is that new has two meanings: there's the built-in new-expression (which combines memory allocation and object creation) and then there's the overloadable operator new (which deals only with memory allocation). The first, as far as I can see, is something whose behavior you cannot change, and hence it wouldn't make sense to masquerade it as a member function. (Or it would have to be - or look like - a member function that no class can implement / override!!)
This would also lead to another inconsistency:
int* p = int.new;
C++ is not a pure OOP language in that not everything is an object.
C++ also allows the use of free functions (which is encouraged by some authors and the example set in the SC++L design), which a C++ programmer should be comfortable with. Of course, the new-expression isn't a function, but I don't see how the syntax reminding vaguely of free-function call can put anybody off in a language where free function calls are very common.
please read the code (it works), and then you'll have different ideas:
CObject *p = (CObject*)malloc(sizeof *p);
...
p = new(p) CObject;
p->DoSomthing();
...
A.new is a static function of A while a = new A allocates memory and calls the object's constructor afterwards
Actually, you can instantiate object with something like A.new, if you add the proper method:
class A{
public: static A* instance()
{ return new A(); }
};
A *a = A::instance();
But that's not the case. Syntax is not the case either: you can distinguish :: and . "operations" by examining right-hand side of it.
I think the reason is memory management. In C++, unlike many other object-oriented languages, memory management is done by user. There's no default garbage collector, although the standard and non-standard libraries contain it, along with various techniques to manage memory. Therefore the programmer must see the new operator to understand that memory allocation is involved here!
Unless having been overloaded, the use of new operator first allocates raw memory, then calls the object constructor that builds it up within the memory allocated. Since the "raw" low-level operation is involved here, it should be a separate language operator and not just one of class methods.
I reckon there is no reason. Its a = new a just because it was first drafted that way. In hindsight, it should probably be a = a.new();
Why one should have seperate new of each class ?
I dont think its needed at all because the objective of new is to
allocate appropriate memory and construct the object by calling constructor.
Thus behaviour of new is unique and independent irrespective of any class. So why dont make is resuable ?
You can override new when you want to do memory management by yourself ( i.e. by allocating memory pool once and returning memory on demand).

C++ Memory management

I've learned in College that you always have to free your unused Objects but not how you actually do it. For example structuring your code right and so on.
Are there any general rules on how to handle pointers in C++?
I'm currently not allowed to use boost. I have to stick to pure c++ because the framework I'm using forbids any use of generics.
I have worked with the embedded Symbian OS, which had an excellent system in place for this, based entirely on developer conventions.
Only one object will ever own a pointer. By default this is the creator.
Ownership can be passed on. To indicate passing of ownership, the object is passed as a pointer in the method signature (e.g. void Foo(Bar *zonk);).
The owner will decide when to delete the object.
To pass an object to a method just for use, the object is passed as a reference in the method signature (e.g. void Foo(Bat &zonk);).
Non-owner classes may store references (never pointers) to objects they are given only when they can be certain that the owner will not destroy it during use.
Basically, if a class simply uses something, it uses a reference. If a class owns something, it uses a pointer.
This worked beautifully and was a pleasure to use. Memory issues were very rare.
Rules:
Wherever possible, use a
smart pointer. Boost has some
good ones.
If you
can't use a smart pointer, null out
your pointer after deleting it.
Never work anywhere that won't let you use rule 1.
If someone disallows rule 1, remember that if you grab someone else's code, change the variable names and delete the copyright notices, no-one will ever notice. Unless it's a school project, where they actually check for that kind of shenanigans with quite sophisticated tools. See also, this question.
I would add another rule here:
Don't new/delete an object when an automatic object will do just fine.
We have found that programmers who are new to C++, or programmers coming over from languages like Java, seem to learn about new and then obsessively use it whenever they want to create any object, regardless of the context. This is especially pernicious when an object is created locally within a function purely to do something useful. Using new in this way can be detrimental to performance and can make it all too easy to introduce silly memory leaks when the corresponding delete is forgotten. Yes, smart pointers can help with the latter but it won't solve the performance issues (assuming that new/delete or an equivalent is used behind the scenes). Interestingly (well, maybe), we have found that delete often tends to be more expensive than new when using Visual C++.
Some of this confusion also comes from the fact that functions they call might take pointers, or even smart pointers, as arguments (when references would perhaps be better/clearer). This makes them think that they need to "create" a pointer (a lot of people seem to think that this is what new does) to be able to pass a pointer to a function. Clearly, this requires some rules about how APIs are written to make calling conventions as unambiguous as possible, which are reinforced with clear comments supplied with the function prototype.
In the general case (resource management, where resource is not necessarily memory), you need to be familiar with the RAII pattern. This is one of the most important pieces of information for C++ developers.
In general, avoid allocating from the heap unless you have to. If you have to, use reference counting for objects that are long-lived and need to be shared between diverse parts of your code.
Sometimes you need to allocate objects dynamically, but they will only be used within a certain span of time. For example, in a previous project I needed to create a complex in-memory representation of a database schema -- basically a complex cyclic graph of objects. However, the graph was only needed for the duration of a database connection, after which all the nodes could be freed in one shot. In this kind of scenario, a good pattern to use is something I call the "local GC idiom." I'm not sure if it has an "official" name, as it's something I've only seen in my own code, and in Cocoa (see NSAutoreleasePool in Apple's Cocoa reference).
In a nutshell, you create a "collector" object that keeps pointers to the temporary objects that you allocate using new. It is usually tied to some scope in your program, either a static scope (e.g. -- as a stack-allocated object that implements the RAII idiom) or a dynamic one (e.g. -- tied to the lifetime of a database connection, as in my previous project). When the "collector" object is freed, its destructor frees all of the objects that it points to.
Also, like DrPizza I think the restriction to not use templates is too harsh. However, having done a lot of development on ancient versions of Solaris, AIX, and HP-UX (just recently - yes, these platforms are still alive in the Fortune 50), I can tell you that if you really care about portability, you should use templates as little as possible. Using them for containers and smart pointers ought to be ok, though (it worked for me). Without templates the technique I described is more painful to implement. It would require that all objects managed by the "collector" derive from a common base class.
G'day,
I'd suggest reading the relevant sections of "Effective C++" by Scott Meyers. Easy to read and he covers some interesting gotchas to trap the unwary.
I'm also intrigued by the lack of templates. So no STL or Boost. Wow.
BTW Getting people to agree on conventions is an excellent idea. As is getting everyone to agree on conventions for OOD. BTW The latest edition of Effective C++ doesn't have the excellent chapter about OOD conventions that the first edition had which is a pity, e.g. conventions such as public virtual inheritance always models an "isa" relationship.
Rob
When you have to use manage memory
manually, make sure you call delete
in the same
scope/function/class/module, which
ever applies first, e.g.:
Let the caller of a function allocate the memory that is filled by it,
do not return new'ed pointers.
Always call delete in the same exe/dll as you called new in, because otherwise you may have problems with heap corruptions (different incompatible runtime libraries).
you could derive everything from some base class that implement smart pointer like functionality (using ref()/unref() methods and a counter.
All points highlighted by #Timbo are important when designing that base class.